The problem is that registry save is a very heavy operation (scheduled each 30sec in wineserver) during which server doesn't process any requests and the whole prefix is stalled for the duration of the operation.
For some reference, the process takes from 50-100ms here up to 1-1.5sec with default initial registry (after some registry modifications which trigger actual registry flush), depending on the filesystem type and state (as huge time may be spent in file close / rename). With the same registry after this patchset the server part (flush_key returning the whole registry data) is taking ~4-5mcs, measured from the client side so that already includes data transfer.
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https://gitlab.winehq.org/wine/wine/-/merge_requests/3124
This resolves the issue in StudioTax where the bounding box dimensions is reported as 0.
Because the height is less than 0, the check for height in GdipAddPathRectangle fails,
and the X and Y coordinates of the points is never set.
I am fairly ignorant of this code, this seems like a good approach, however I am happy for guidance from others more familiar in how gdiplus works.
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v3: gdiplus: Fix text height calculation when exceeding rect
gdiplus: Check for NoClip in text height calculation
https://gitlab.winehq.org/wine/wine/-/merge_requests/5360
Normally Cyberpunk 2077 spawns #cpu_threads of dispatcher threads.
However with Freebsd, since create_logical_proc_info was a stub,
the game would instead spawn a single dispatcher thread, causing
the game to just crawl.
Working around the issue by adding a barebone implementation of
create_logical_proc_info for FreeBSD so that the game would at
least get a thread count through ntdll.
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v2: Fix Cyberpunk 2077 spawning only one dispatcher thread in FreeBSD
https://gitlab.winehq.org/wine/wine/-/merge_requests/5213
This MR adds an implementation for the `IAsyncAction` and `IAsyncInfo` interfaces exported by `Windows.System.Threading`, including support for setting `IAsyncActionCompletedHandler` values for an `IAsyncAction`.
It also re-writes (or factors?) the `IAsyncOperation<boolean>` implementation in dlls/cryptowinrt to use `ThreadPoolStatics::RunAsync`, by introducing a type-punning variant of `AsyncOperationCompletedHandler<T>` (similar to `WineAsyncOperationCompletedHandler`), which is a wrapper around the `IAsyncAction` returned by `RunAsync`.
The new `IAsyncOperation<T>` implementation is simpler, and if merged, can be exported to other dlls (windows.gaming.input and windows.security.credentials.ui.userconsentverifier for now).
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v6: cryptowinrt: Rewrite IAsyncOperation using Windows.System.Threading.
https://gitlab.winehq.org/wine/wine/-/merge_requests/6889